Sentry

Sentries are combat drones that are equipped with force field generators and holo-projectors. These deadly automatons are used to bolster the dwindling numbers of the protoss race, and to manipulate the outcome of major battles. Sentries can deploy massive guardian shields that protect friendly units, and reduce the damage they take from ranged attacks. They can also project force field barriers to stall or split up opposing forces. Sentries also have the ability to create hallucinatory images that can draw enemy fire while a real protoss strike force maneuvers into position to deliver the killing blow.

This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: N

Energy: 100

Summon Colossus Hallucination

This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: C

Energy: 100

Summon 2 High Templar Hallucinations

These hallucinated copies function like the original unit, but they cannot use active abilities, cannot deal damage, and die more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: T

Energy: 100

Summon Immortal Hallucination

This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: I

Energy: 100

Summon Phoenix Hallucination

This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: X

Energy: 100

Summon 4 Probe Hallucinations

These hallucinated copies function like the original unit, but they cannot use active abilities, deal damage, warp in structures, or gather resources, and they die more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: E

Energy: 100

Summon 2 Stalker Hallucinations

These hallucinated copies function like the original unit, but they cannot use active abilities, cannot deal damage, and die more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: S

Energy: 100

Summon Void Ray Hallucination

This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: V

Energy: 100

Summon Warp Prism Hallucination

This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: R

Energy: 100

Summon 2 Zealot Hallucinations

These hallucinated copies function like the original unit, but they cannot use active abilities, cannot deal damage, and die more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: Z

Energy: 100

Summon Oracle Hallucination

This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: L

Energy: 100

3D Model

Basic information

Race:

Protoss

Life:

40

Shield:

40

Regeneration: 2.000

Energy:

200

Starting: 50Regeneration: 0.562

Armor:

1
(4)

Movement:

Normal

Acceleration: 1000Turn Rate: 999.844

Cargo Size:

2

Attributes:

Light -
Mechanical -
Psionic

Production

Producer:

Gateway

Hotkey:

E

Requires:

Cybernetics Core

Cost:

50
100

Supply:

2

Build time:

37

Combat

Upgrades:

Protoss Ground Weapons Level 1

Upgrades the damage dealt by Protoss ground units.

Hotkey: G

Cost: 100 100

Build time: 160

Protoss Ground Weapons Level 2

Further upgrades the damage dealt by Protoss ground units.

Hotkey: G

Cost: 150 150

Build time: 190

Protoss Ground Weapons Level 3

Maximizes the damage dealt by Protoss ground units.

Hotkey: G

Cost: 200 200

Build time: 220

Protoss Ground Armor Level 1

Upgrades the armor of Protoss ground units.

Hotkey: A

Cost: 100 100

Build time: 160

Protoss Ground Armor Level 2

Further upgrades the armor of Protoss ground units.

Hotkey: A

Cost: 150 150

Build time: 190

Protoss Ground Armor Level 3

Maximizes the armor of Protoss ground units.

Hotkey: A

Cost: 200 200

Build time: 220

Protoss Shields Level 1

Upgrades the shields of all Protoss units and structures.

Hotkey: S

Cost: 150 150

Build time: 160

Protoss Shields Level 2

Further upgrades the shields of all Protoss units and structures.

Hotkey: S

Cost: 225 225

Build time: 190

Protoss Shields Level 3

Maximizes the shields of all Protoss units and structures.

Hotkey: S

Cost: 300 300

Build time: 220

Hallucination

Allows Sentries to use Hallucination.

Hallucination creates copies of the selected unit. These copies function like the original unit, but they cannot use active abilities, cannot deal damage, and die more easily. Hallucinations last 60 seconds before they disappear. Enemy detectors are able to distinguish between hallucinated Protoss units and real Protoss units.

This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: N

Requires: Hallucination

Energy: 100

Summon Colossus Hallucination

This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: C

Requires: Hallucination

Energy: 100

Summon 2 High Templar Hallucinations

These hallucinated copies function like the original unit, but they cannot use active abilities, cannot deal damage, and die more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: T

Requires: Hallucination

Energy: 100

Summon Immortal Hallucination

This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: I

Requires: Hallucination

Energy: 100

Summon Phoenix Hallucination

This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: X

Requires: Hallucination

Energy: 100

Summon 4 Probe Hallucinations

These hallucinated copies function like the original unit, but they cannot use active abilities, deal damage, warp in structures, or gather resources, and they die more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: E

Requires: Hallucination

Energy: 100

Summon 2 Stalker Hallucinations

These hallucinated copies function like the original unit, but they cannot use active abilities, cannot deal damage, and die more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: S

Requires: Hallucination

Energy: 100

Summon Void Ray Hallucination

This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: V

Requires: Hallucination

Energy: 100

Summon Warp Prism Hallucination

This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: R

Requires: Hallucination

Energy: 100

Summon 2 Zealot Hallucinations

These hallucinated copies function like the original unit, but they cannot use active abilities, cannot deal damage, and die more easily. Hallucinations last 60 seconds before they disappear.

Hotkey: Z

Requires: Hallucination

Energy: 100

DATA MATRIX

HOLO-PROJECTOR

DISRUPTION BEAM

FORCE FIELD

GUARDIAN SHIELD

ENTRY 1/4

Sentries can manipulate light into solid shapes to create three-dimensional replicas of Protoss warriors, vehicles, or constructs. Each replica, while limited in duration, is able to withstand some degree of punishment. The purpose of these life-like images is twofold: making the enemies of Aiur believe they’re fighting a much larger force than anticipated, and protecting Protoss lives.

This focused energy beam disjoins the molecular structure of the target and disrupts its atomic chains—liquefying light armor and soft tissues. The effectiveness of the Disruption Beam decreases against targets with a high mass index—or dense plating—because most of the Sentry’s power is allocated to its formidable support systems.

Sentries can turn bursts of energy into a small, impenetrable barrier to hinder, block, or funnel the advance of enemy troops. While creatures or machines of prodigious size can shatter the cohesion of these translucent Force Fields, ordinary soldiers and vehicles become fodder to Protoss particle disrupters, disruption beams, thermal lances, and purifier beams.

By weaving light into a semi-solid state, the Sentry can surround itself with an area-encompassing shield to safeguard Protoss ground forces. Projectiles or energy blasts that penetrate the field lose some of their kinetic or thermal energy, and part of their effectiveness. Due to its considerable coverage radius, the Guardian Shield is not powerful enough to make much of a difference against larger types of ordnance, but it does offer an additional layer of protection to the mighty warriors of Aiur.

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General Strategy

Light support unit that can attack both air and ground targets.

Excellent unit to complement your Zealots and Stalkers.

Can project a Guardian Shield that reduces incoming ranged damage.

Able to deploy a Force Field that blocks movement. This is very effective to block choke points and separate enemy troops.

Can be warped into the Battlefield by means of a Warp Gate.

Hallucinate fast units to scout the map quickly or use hallucination to trick your opponent into thinking you have more or different units than expected.